RIFT's Unicornalia returns through July 30
Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 11:00 am

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Did you miss out on RIFT's Unicornalia event last May? Well, it's back, according to a post on the fantasy MMO's website. Refugee unicorns from the Plane of Life require your assistance, and you'll need to "find the PRI representatives in your capital city to discover how you can help."

Onyx Unicorn mounts are obtainable via rare drops from the Hooves and Horns event in Moonshade Highlands, as a reward for completing the Rainbow in the Dark achievement, or from the game's cash shop. Opal Unicorn mounts can be had from daily quests or the store.

Unicornalia runs through July 30th.

MassivelyRIFT's Unicornalia returns through July 30 originally appeared on Massively on Fri, 25 Jul 2014 10:00:00 EST. Please see our terms for use of feeds.

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ArcheAge: We don’t serve your kind in here!
Posted by Bio Break [HTML][XML][PERM][FULL] on 25 July 2014, 8:18 am
There’s no doubt that the ArcheAge beta is some kind of popular right now, and I have no reason to think that the launch won’t be a big event.  Whether or not I’ll be playing is still up for debate, … Continue reading


The Daily Grind: Do you suck at MMOs?
Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 9:00 am

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WoW
That's a serious question.

Back in February, our sister site WoW Insider published an editorial called You're bad at WoW, and so am I. Author Olivia Grace argued that no one is perfect at any game, that everyone makes mistakes, and that the worst mistake is not admitting those weaknesses because then you'll just keep on sucking. Reading our comments sometimes, you'd think that everyone reading here is a world-class player who's better at ALL OF THE GAMES than professionals and certainly than the developers, when the reality is most of our readers are probably above-average gamers slacking off at work. Ahem.

Personally, I'm pretty good at the psychological warfare of economic PvP and general PvE dungeon-running, but man, jumping puzzles and platforming -- I'm horrible at these things. What about you? Do you suck at MMOs? I promise I won't laugh at you if you won't laugh at me.

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

MassivelyThe Daily Grind: Do you suck at MMOs? originally appeared on Massively on Fri, 25 Jul 2014 08:00:00 EST. Please see our terms for use of feeds.

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    Keyboard melting
    Posted by welshtroll [HTML][XML][PERM][FULL] on 25 July 2014, 5:55 am
    I’ve had my Sidewinder x4 for nearly 3 years and and and it’s finally staring to show signs of wear. The keyboard itself is still in working wonderfully but the continually use of certain keys has meant the plastic coating on the lettering is slowly wearing away. This appears to be due to the letter printing […]


    WIP Post

    NOTE: Summoner's Rift update and new Launcher has been removed.


    Champion Changes

    Sona

    • Hymn of Valor [ Q ] - Additional damage on AA buff now lasts for 5 seconds (up from 3)
    • Aria of Perseverance [ W ] - Shield lasts for 1.5 seconds (down from 2)
    • Song of Celerity [ E ] - Power Chord slow AP ratio is now 0.04*AP% (down from 0.075*AP%)

    Thresh

    • Dark Passage [ W ] - Now shields 60/100/140/180/220 damage (up from 60/95/130/165/200)

    Item Changes

    NOTE: Iceborn Gauntlet has NOT been buffed. The cooldown is still 2 seconds

    Lich Bane, Sheen, Trinity Force

    • UNIQUE Passive - Spellblade cooldowns is now 1.5 seconds (down from 2)




    Pick Up a Mystery Skin for a Short Time!

    Originally Posted by Riot (View RedTracker Source)

     

    Mystery Skins are back for a limited time so get them while they are hot!

    Purchasing a Mystery Skin will unlock an unowned skin worth 520 RP or more. As with the previous rounds of Mystery Skins, you can only unlock skins for champions you own.

    Mystery Skins will be available in the Skins tab of the store for 490 RP and are limited to five per day. Check out Mystery Skins from July 25 to July 28!


    Ghostcrawler's Melee vs Range Discussion

    Originally Posted by Riot (View RedTracker Source)

    I don't even think it's that, from what i've seen he's mostly referring to the melee vs melee fights, or as the LCS casters refer to it, "the wet noodle fights" top lane. When its 2 melee champs auto attacking each other, there is no kiting, no skill shot dodging, no real potential for outplay. THAT is what he is talking about (from my understanding at least).

    Yes, this is what I meant.

    That can't be true, or else everyone wouldn't be spamming ranged champions in nearly all of my games. At my MMR people tend to play what works and the only melees worth playing atm are the mobile/bursty fighters (Vi, Riven, Yasuo, Jayce, Wukong, Pantheon, Lee Sin, J4, Gragas), assassins (Fizz, LB, Talon, Kha'zix, etc) and tanks with crazy steroids and innate mitigation via utility (Leona, Braum, Maokai, Ali, etc). Most bruisers are rarely played anymore and when they are seen they tend not to do very well.

    Defensive/tank itemization is just so bad that it's become easier to just lock in a ranged champ.
    APs in particular have it really good right now because efficiently counter-building against their damage is near impossible, plus their itemization is the best/most versatile in the game.

    And this. The fun click bait has been "Ghostcrawler hates melee and thinks it takes no skill." That's not the discussion. The discussion is how to make melee champs more interesting rather than Riven blows you up when you try to disengage, and how to make melee vs melee wet noodle fights more interesting that what Mundo vs Shyvana currently looks like.

    Considering melee vs melee top is all about managing minions waves, baiting, positioning and managing cooldowns. If you can't understand that that's your problem.

    We're talking about two different things (actually three different things). I'm talking about when a melee fights another melee in an encounter that lasts a few seconds. We think we can make those engagements more, well, engaging.

    Many of you are talking about how you enjoy laning with melee, especially against another melee. That's cool. It's not my intention to challenge that.

    Some of the rest of you are talking about ranged versus melee. I'm less interested in who is dominant at the moment and more interested in how to solve the underlying challenges for how melee can survive against ranged without always overwhelming them, which relates really strongly to how melee interact in combat with each other.

    We go back to LoL, and picking a melee basically comes down to "which champion's kit will allow me to jump into the enemy team and survive the longest", and laning doesn't even come up as a consideration, because the kits are too similar.

    Yes. Totally agree. This is exactly the problem IMO.

    Why are ranged champions allowed to guarantee slow melees for 15% on hit with red buff, but melees can't do it back after omen nerfs? But slows had the same %.

    Answer that please, since every other thread seems to be getting ignored about this topic

    I haven't answered it because I don't honestly know the answer.

    Why do you and Riot consider that ranged champions bring more interesting gameplay to the game?

    First, I don't mean to imply that we think every ranged champion is awesome and has meaningful counterplay and interesting decisions, just as there are melee that don't honestly need much of a rework. Overall, I believe the fact that ranged champions have range and are often (not always) more fragile makes those fights more dynamic. By dynamic I mean there are more high and low moments and you're not sure how the encounter is going to end up because the duels could go either way. Melee don't have the ranged mechanic (for the most part) so they are already one variable down. Second, they tend to be more tanky (because melee who aren't tanky can't stand up to mages / marksmen at all).

    Another way to consider it is like this:

    -- What tools can a ranged champion potentially have? Range, heals, disengage, steroids, AE, disables, survivability, etc. etc.

    -- What tools can a melee champion potentially have? Well, pretty much all of the same tools the ranged have *except* for the range. They are already down one mechanic. If a ranged champion has 20 possible mechanics, the melee has 20 - 1. Does that make sense?

    I'll phrase it in terms of an RTS game:

    -- Archers have range.
    -- Cavalry have speed.
    -- Infantry don't have a lot, but often they are cheap or maybe sturdy. Cheap can work in an RTS. It can't as well in a MOBA. Sturdy works okay, but sturdy dude vs. sturdy dude fights can be slow and boring.

    Now we could just work twice as hard on melee champs to make sure they end up just as interesting, and in some cases, that is successful. We could also potentially identify some mechanic that melee own and ranged champs rarely have. This would require potentially reworking a lot of champs, but it's totally on the table.

    All he was saying was basically this: melees need to have certain advantages over ranged champions to make up for the enormous penalty of being melee. Most currently viable solo lane melees are super tanky and/or have extremely high sustain to allow them to absorb ranged poke. So when you stick two of these champions in a lane against one another, they have little incentive to interact with one another (at least past the point when they've completed their first tank item).

    More broadly, I think he was saying that Riot has balanced a lot of melee bruisers by just giving them tons of free stats. Look at a champion like shyvana or volibear or mundo. Pretty much all of their power is locked up in free stats and high base damages. The outcomes of duels between these types of champions are largely determined by raw stats. This makes top lane incredibly snow-bally. It's very unlikely you're going to be able to kill shyvana as renekton if you are an item behind her. It's still unlikely, but far less so, that a brand could kill a syndra who was an item ahead of him, because, at least during the laning phase, the match-up is far less determined by raw stats. 60 AP and an extra level's worth of base damage doesn't mean anything if your opponent dodges all your skills.

    Yep.


    Originally Posted by Riot (View RedTracker Source)

    why do ranged champions do the most damage? Like, what is the tradeoff there? Sure they may be easier to kill, but if someone that is melee loses a chunk of HP while trying to cross the distance is it still counterplay?

    This happens in a lot of games. The image many devs and players have in their minds of a mage or a sniper is a glass cannon: you can do a ton of damage but can't take it. In historical combat, archers were great at range and tended to crumble to a cavalry charge. That model starts to break down in actual games because range is already such an advantage that they don't need the extra damage as well, and as we've already discussed, melee have to mitigate tons of damage to ever close the gap. I'm not trying to disparage the original LoL devs because obviously they did a lot of things right, but there was never a strong conceptual framework for what the strengths and weaknesses should be of the different roles. They were just focused on making cool champions. Fast forward and we are trying to formalize what a bruiser should be good at. It's okay to break the rules or even have hybrid champions, but we need to know we're breaking the rules when we do so and what the potential costs are of doing so and not stumble into it.

    Ranged vs Bruiser for me feels like this. Ranged has the advantage, but if they make a single mistake it's over. Bruiser on the other hand can make a number of mistakes and they won't die, because they are so tanky, but can't kill catch the ranged without the ranged player making a mistake

    Yes, we agree.

    This is just my analysis of jax at a glance tell me im wrong. I have so far really enjoyed the direction the game is headed and have begun to understand your reasoning for most of the teams actions on balance but im sorry you just went back on everything you have said for the past 3 weeks about balance on this.

    The question wasn't whether Jax is balanced or the ultimate stage for which skilled players can display their mastery or the pinnacle of champion design. The question was whether we thought he had the "ball of stats" problem. Jax has some problems, but we don't think the "ball of stats" aspect is one of them. Jax does have windows where he is more or less powerful and both teams can use their understanding of those mechanics to try and leverage victory.

    Remember in all of my answers / brainstorming / bull****ting here, that I'm not thinking of whose damage we want to tweak for patch 4.13. We have a team to do that and I trust them to do it well. I'm more interested in long-term discussions, such as how we need to redesign melee as a whole (or if we even do) so that we don't constantly have the cycle of ranged dominating melee, followed by a patch (or even season) where melee dominate ranged, followed by yet another flip flop. If your house keeps alternating between too hot and too cold at some point you need to stop twisting the thermostat around and consider rebuilding the furnace. Total stability may not be realistic, but we can at least iterate towards it.


    Champion and Skin Sale: 07.25. - 07.28

    Originally Posted by Riot (View RedTracker Source)

    Grab these champions and skins on sale for 50% off for a limited time:


    Skin Sales

    Give your champions a new look with these skins:

    Infernal Alistar
    975 487 RP Ironscale Shyvana
    750
    375 RP

    Samurai Yi
    520 260 RP


    Champion Sales

    Add these champions to your roster:

    Ahri
    975 487 RP


    Nocturne
    880 440 RP

     

    Twitch
    790 395 RP




    The Think Tank: Saying farewell to Vanguard
    Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 9:00 pm

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    Vanguard is being retired forever next week, and this time there won't be a studio waiting in the wings to rescue it from doom. Today, Massively's staff hopes to give it a fond farewell. Join us in sharing our thoughts about the world of Telon.

    Continue reading The Think Tank: Saying farewell to Vanguard

    MassivelyThe Think Tank: Saying farewell to Vanguard originally appeared on Massively on Thu, 24 Jul 2014 20:00:00 EST. Please see our terms for use of feeds.

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      Darkfall creates a new customizable user interface
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 10:00 pm

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      darkfall
      Today's patch for Darkfall brings a major revamp to the user interface that's long been in the making.

      "We started changing things with the revisions we did to windows like chat, feats, and roles, and as it was expected, the time had come to give some attention to what we call internally the 'Front of Darkfall,' aka the Action Mode HUD (Heads-Up Display)," Aventurine posted.

      The action HUD has several new components including crosshair, healthbar, and target information. This then can be customized in regard to location, opacity, icon selection, and size.

      MassivelyDarkfall creates a new customizable user interface originally appeared on Massively on Thu, 24 Jul 2014 21:00:00 EST. Please see our terms for use of feeds.

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      SWTOR will charge a cool 50 million credits for guild ships
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 8:00 pm

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      We hope Star Wars: The Old Republic players have been saving up their credits for a rainy day because that rainy day is here and it wants its money. BioWare Community Manager Eric Musco announced on today's livestream that guild ships, expected in next month's Galactic Strongholds expansion, will cost a whopping 50 million credits, making it arguably the most expensive single item in the game as it surpasses the cost of the ST-7 Recon Walker and Dathomir Rancor.

      Massively's SWTOR expert Larry Everett notes that while it's not uncommon for a lone player to have a tenth that amount and the 'wealthy' title is granted for amassing 10 million credits, small guilds might struggle summoning the funds for these ships.

      MassivelySWTOR will charge a cool 50 million credits for guild ships originally appeared on Massively on Thu, 24 Jul 2014 19:00:00 EST. Please see our terms for use of feeds.

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      Mecha Skins Available
      Posted by News [HTML][XML][PERM][FULL] on 24 July 2014, 6:44 pm

      Mecha Skins Available

      NOTE: The skins received fancy new promo website, check it out by clicking original source below. Inside new you'll find some screenshots of it.

      Originally Posted by Riot (View Original Source)





      Something to Submit: The Blue Danube.
      Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 24 July 2014, 5:26 pm
      Here is my latest labour of love: The Blue Danube is the common English title of “An der schönen blauen Donau,” Op. 314 (German for “By the Beautiful Blue Danube”), a waltz by the Austrian composer Johann… See Full Article Link This link was shared via our social networks and tagged to automatically post to […]


      Hearthstone opens up the first wing of Naxxramas
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 6:00 pm

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      Make quick werk of... wait, that's a different wing.  Never mind.
      Are you ready to take on Naxxramas in Hearthstone? Good! You can start now. The first wing of the new adventure is available to players today; it'll send you through the Arachnid Quarter in a trip down a spider-filled memory lane. If you're on the fence about trying it out, you can take on this wing for free now through early September (the exact date for the end of free access will be announced later on).

      Players will be able to purchase further wings of Naxxramas with either in-game currency or real money, with discounts available for bulk purchases. But you don't have to just hope you'll enjoy the adventure; you can log in and try it for yourself right now.

      MassivelyHearthstone opens up the first wing of Naxxramas originally appeared on Massively on Thu, 24 Jul 2014 17:00:00 EST. Please see our terms for use of feeds.

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      Star Trek Online throws bonus dilithium ore weekend
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 7:00 pm

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      sto
      Live long and mine on! To boldly mine where no one has mined before! The needs of the mine outweigh the needs of the newbie... or the vet! Whatever your Star Trek Online mining credo, prepare to use it this weekend for Cryptic's bonus dilithium ore event.

      From today through Monday, July 28th, players will be able to mine 100% extra ore from the Vlugta asteroid field and the fleet dilithium mine. There will be a 50% bonus for gaining dilithium elsewhere in the game.

      MassivelyStar Trek Online throws bonus dilithium ore weekend originally appeared on Massively on Thu, 24 Jul 2014 18:00:00 EST. Please see our terms for use of feeds.

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      The Legacy Continues
      Posted by MmoQuests.com [HTML][XML][PERM][FULL] on 24 July 2014, 6:04 pm
      I had to reformat my computer when I moved – not once, not even twice, but THREE times. This meant that all my hard earned progress on my legacy family in the sims 3 was lost, multiple times. Since I … Continue reading


      Divinity: Original Sin
      Posted by Articles [HTML][XML][PERM][FULL] on 24 July 2014, 2:45 pm

      Divinity: Original Sin may be the best RPG of its kind in years.

      It is smartly written, patiently paced, fun to play and hard enough that success feels like an accomplishment. Set in a complicated world that developer Larian Studios has been tinkering with for years, its narrative comes with a rich lore already in place and an easy confidence in its history and foundations.

      To say that I recommend Divinity: Original Sin is an understatement. As far as computer role-playing games go, this particular one threatens to steal a place in my mind on the shelf with games like Baldur’s Gate, Ultima VII, Planescape: Torment and Fallout 2. Though I’m not ready to crown it to those heights yet — I’ll need a year or two to ruminate on whether it really achieves that level of greatness — it has passed the first initial gates to get into the running.

      I do wonder, though, whether at least part of what makes Divinity so great in the modern age is simply a function of how few games do what it does anymore. It is in some ways as though Divinity is a game that was created mostly in 1996, and fell through a crack in time to the year 2014, where Larian simply added all the technical whiz-bangery of the modern age. There is a sensibility to the game that doesn’t really exist anymore in most western RPGS — or most games for that matter — a sensibility that by its nature spoon-feeds you nothing, but rewards you time and again for just being smart enough to figure the world out.

      Divinity’s most daring aspect may simply be that it is unapologetic in demanding the player put in a meaningful effort to succeed. In a way, as a gamer, it’s just nice to be treated as an adult.

      read more




      Neverwinter unveils the Dragonborn Pack
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 4:00 pm

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      FUZZ ROW D'AWW!  Please don't sue.
      Were you worried that Neverwinter's fourth major update, Tyranny of Dragons, would feature too few dragons? We're not sure how you could have been worried about that, but the good news is that you can bring even more dragon into your play experience by playing a Dragonborn. No, not that kind of Dragonborn; the kind that's literally half-dragon. Or all dragon, but... humanoid dragon. You get the idea. And you can play one.

      Buying the game's Dragonborn Legend Pack unlocks the new race as well as a set of cosmetic armor for your new man-dragon, the special Heart of the Red Dragon artifact, and a variety of other rewards including a race change token. The pack is on sale until August 18th, allowing players a chance to get in on the race at a discount. Whether you want to just one-up roleplayers claiming to be half-dragon or can't get enough lizards in your gameplay, you can pick up the pack now if it's your sort of fun.

      MassivelyNeverwinter unveils the Dragonborn Pack originally appeared on Massively on Thu, 24 Jul 2014 15:00:00 EST. Please see our terms for use of feeds.

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      World of Warcraft shows off revamped Tauren ladies
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 5:00 pm

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      No word on whether or not their portraits will finally open their eyes.
      As Warlords of Draenor approaches release, the art team behind World of Warcraft continues finishing the revamped models for the game's races. The latest race to get a revamp is the female Tauren; while male Tauren have been in the beta client for quite some time, players have until now seen only quick shots of what the new female model would look like. Now you can see her in all her glory, and even at a glance it's a massive improvement.

      The original model was extremely angular and low-detail due to the technology available when the game was first made, but the revamped model has much more definition in her fur and body shape. The only big silhouette change is a shrinking of her hands, with the official design blog calling the original model's hands "out of control." Take a peek at the official preview for more details on the updated ladycows.

      MassivelyWorld of Warcraft shows off revamped Tauren ladies originally appeared on Massively on Thu, 24 Jul 2014 16:00:00 EST. Please see our terms for use of feeds.

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      The Cape of Stranglethorn
      Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 24 July 2014, 4:00 pm
      Once there was a zone called Stranglethorn Vale.  It was a place of jungle and raptors and trolls and missing pages from books and that bastard Hemet Nesingwary who would continue to haunt our existence through every expansion with his wildlife slaughtering requests. It was a large and somewhat controversial zone… though some appreciated the […]


      Introducing Site Logos: Personalize Your Blog, Display Your Brand
      Posted by WordPress.com News [HTML][XML][PERM][FULL] on 24 July 2014, 3:56 pm
      We're excited to announce our new Site Logo feature.


      Shroud of the Avatar's Release 8 is here, and so are its tutorials
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 2:00 pm

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      It's time for Shroud of the Avatar's Release 8. No really, it's time right now, as you're reading this. Portalarium has published instructions and a lengthy list of features (both included and not included) in this particular build.

      The focus is on PvP this time around, and to that end both Scott Jennings and Chris Spears have posted tutorials. Jennings' takes the form of a PvP deck-building guide that's hosted on the SotA forums, while Spears narrates a 24-minute video that you can watch after the break.

      Release 8 started at 11:30 a.m. EDT this morning and it runs until 11:00 a.m. EDT on Monday, July 28th.

      Continue reading Shroud of the Avatar's Release 8 is here, and so are its tutorials

      MassivelyShroud of the Avatar's Release 8 is here, and so are its tutorials originally appeared on Massively on Thu, 24 Jul 2014 13:00:00 EST. Please see our terms for use of feeds.

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      Get a good (and hilarious) overview of Trove with this video
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 3:00 pm

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      Trove
      Have you ever caught yourself wondering what Trove is, exactly? Is it a sandbox? Is it a Minecraft clone? Is it a bizzaro pixelated version of Second Life? It's certainly hard to adequately describe what this quirky Trion Worlds title is going for, which is why it's simply better to see it.

      TheHiveLeader created a four-and-a-half-minute video in which he touches on Trove's selling points, from its existing classes to what players can do with cornerstones. It's also pretty funny and moves along at a brisk pace, which is why it's earned today's Massively Seal of Community Approval. Check it out after the break!

      Continue reading Get a good (and hilarious) overview of Trove with this video

      MassivelyGet a good (and hilarious) overview of Trove with this video originally appeared on Massively on Thu, 24 Jul 2014 14:00:00 EST. Please see our terms for use of feeds.

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      System Shock 2: Fun and games
      Posted by Bio Break [HTML][XML][PERM][FULL] on 24 July 2014, 12:00 pm
      (This is part of my journey playing through System Shock 2. You can follow the entire series on the Nostalgia Lane page.) Holy crud, there’s another non-mutated human left alive on this ship?  Hey man!  How’s it going!  Wish you could … Continue reading


      Chaos Theory: The value of The Secret World's DLCs
      Posted by Massively [HTML][XML][PERM][FULL] on 24 July 2014, 1:00 pm

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      Chaos Theory: The value of The Secret World's DLCs
      This question was posed to me recently by a few different readers and stream viewers: Are The Secret World's DLCs a good value? As I pondered the question, I decided that instead of answering each query personally, it would be a good topic to explore here in Chaos Theory. Besides, the answer is definitely not a short one! (It can't even fit in a single column!)

      So why can't I just fire off a simple yes or no to this question? The biggest problem is trying to provide an objective answer to a very subjective situation. While the meaning of value itself is clearly defined, said definition emphasizes that the judgment is individual to whoever is involved. How each player defines value is very personal, so I can't really answer for anyone except myself. What I can do, however, is provide as much of the objective information that I can so you can make your own subjective judgment on the value. Are TSW's issues and sidestories packs worth it? Let's look at the value from various viewpoints and you decide!

      Continue reading Chaos Theory: The value of The Secret World's DLCs

      MassivelyChaos Theory: The value of The Secret World's DLCs originally appeared on Massively on Thu, 24 Jul 2014 12:00:00 EST. Please see our terms for use of feeds.

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        PLEX and its new Daughter, GRACE
        Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 24 July 2014, 12:00 pm
        I do not pay much attention to Anarchy Online.  Well, I don’t pay it any mind at all, really aside from the occasional industry lore aspects around things like rocky starts (“nearly unplayable” -GameSpy) and longevity. (It turned 13 just about a month back.) But some people do still pay attention to it.  There was […]


        You Get to Decorate the House You Have, Not the House You Might Want
        Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 24 July 2014, 9:55 am
        Housing is one of the great line-item features that a lot of people think every MMO should have. There is a strong desire to have a place to call your own in what tends to be an unchanging and una… See Full Article Link This link was shared via our social networks and tagged to […]


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